Her Dark Majesty: Where The Fallen Jarls Sleep

Firstly I think I should mention that I am completely new to these forums and not really sure how to do much on here yet(though I have worked out the premise of things over the last few days), also I would like to note is that this game will take place in my campaign setting in the making though this game will take place solely in the northern land, of The Land of Song. The game will require a large party, and will probably take characters to level 20 or close by the end, so please don't apply if you can't stay in for the long run and do alert me of all absences(I will not kick you for not alerting me but it is nice to know).

Player Requirements:
Two sets of 4d6b3 for stats, choose favored.
Level three to start, Max hp will roll for all after 3.
Able to post daily
Will choose group mainly based on character development but that does not mean I will take 8 rogues because they had the best backstorys.
Evil character allowed on request and with good back story.
Only races included below are available.
Regular Pathfinder classes, all but Gunslingers and Samurai are ok.
Three traits to start, no racial(though I will likely make my own racial traits for the setting in the near future.

Some Lore of Raedric(So you can know a bit about each country):

The largest and likely the most prosperous of all the Kingdoms of Raedric, Agor is home to most of the world’s mercantile houses. Agor was once a free country for all the races of people to roam freely and live out their lives, it was at the time know for great hospitality and was oddly enough allied with the tow neighbouring kingdoms, Belmyr and Talarath. Agor has been a kingdom for as long as any can remember, but since the death of King Edward Von Tasselmere IV, things have grown rough for the kingdom and even the whole of Raedric.

Since Ballaurg took the throne in the Imperial City of Agor things have changed, many things. Firstly the free races of Agor were hunted down and driven out of the land, the orcs, gnome and elves were stood no chance and could hold no resistance against it, those that did put up resistance were killed. The orc kingdom of Talarath was enraged at the news of Agor's betrayal, the leader Gorbold had not heard of the king’s death or Ballaurg's ascension to the throne. Driven by sure rage Gorbold declared war on Agor, but to the Orcs surprise Ballaurg had beat them to it, Ballaurg was not shocked to see the army march on Talarath but the next morn, but the sheer number of men who marched under this tainted man. Tens of Thousands and more of armed soldiers swooped upon Talarath; the orcs did not stand a chance. Ballaurg's army cut through the ranks of orcs with ease and within but a week, the Kingdom of Talarath had been reduced to but a small region of land in the mountains. Gorbold begged dearly that aid come to his people, for he knew even with thier advantage in the mountains that they could not last long, lucky for them it did. The current King of Belmyr could not stand what the Tyrant had done to the once peaceful lands of Agor, Being a close to the late King Edward he knew that something was amiss and the attack on Talarath proved that Agor was no longer ally to Belmyr. Belmyr launched a surprise attack upon the forces attacking Talarath and with the aid of the Orcs the attackers fell quick and swiftly to the forces of Belmyr, thus begun the war between Agor and it's once allies the same war we still know today.

Few people come to Agor willingly these days unless on a trip of business but even that rare, and even fewer leave, not wanting to incur the wrath of Ballaurg. It is rumored in Belmyr that Ballaurg slew the late king Edward all those years ago and framed it upon his successor though such information gets Belmyr nowhere in this current war. To this day 1000 years later Belmyr and Agor still find themselves locked in an eternal war, and even more eerie the Mad king still hold title of "Emperor" of Agor despite being at least a millennia old, Ballaurg is by no means a human or even race of this plane.

Agor was the first land to be inhabited by man, and it was named after the first leader of the people Agor Talman who led the people to the light of the surface to bring upon a new civilization, thus Agor has always been a place of great worship and community, or so it had but this last millennia has changed much of that. Changes are definitely coming to the world and these changes definitely show more in Agor than anywhere else, many blame this on The Mad King as it has been only since his reign over Agor that the changes have begun, nevertheless the cause is definitely supernatural. A fairly recent example of such is the unexplained disappearance of several of the islands on Agors west shore, including several tribal villages which all just...vanished.

Agor is the largest of the Regions and the most mountainous (save for Talarath which lies entirely in the southern mountains), typically the weather is cool even in the summer months this land knows little warmth, though despite this snow is fairly rare. Rain however is very frequent especially so in the Northern parts of the land, recently these frequent rains have become storms why this is, is completely unknown some say that it is Mala wreaking havoc upon Ballaurg from the heavens. Geographically Agor is located in the southwest corner of the map, connected to it are Belmyr and Talarath. Just north of it lies the desert island of Kakishon.

Current ruler: Ballaurg "The Mad King"
Capital: The Imperial City
Theme:link

Known to be the freedom fighters of Raedric and likely the most accepting of the lands Belmyr was one of the first settled lands and has been a Kingdom in Raedric for a great time. Belmyr is not a large kingdom however, being placed between Agor and Odigath it has been hard for this Kingdom to grow. Belmyr is known for its beauty and varying architecture, it is also a land of many secrets and mountains much like Agor and Talarath. Belmyr was once claimed by Agor but was widely unpopulated due to the frequent monsters that mysteriously roamed the region.

As legend says there was once a man from Agor who ventured to these lands in search of what is the cause of these dangers, but history is vague this man’s name unknown and that of his journey is still a mystery, but a month after this mysterious hero's journey the land was miraculously safer and was used as a trade route between Agor and Odigath. The region at this time was still mostly unpopulated save for a few farmers and hermits, the land held no true owner and both Agor and Odigath wanted to claim the land to grow their kingdom into a greater land though neither would be so stupid as to provoke violence so the land was left alone as a free region.

A man by the name of Wulfrid Orland a trade merchant from Odigath oftened the road between Odigath and Agor, he saw great things were in store for the land and retired to live in the land, he built himself a farm land and a prosperous house large enough for at least a dozen to live and still room to spare and he spent out his days there. Wulfrid was a faithful of Asha and one night he received a vision from his patron and was given a message. Wulfrid was to build a roadside temple for his god or at least that is what he got out of the vision. It would take one many months to build up a temple himself so Wulfrid commissioned some help from Agor and Odigath promising great wealth and meals for their stay, many came to Wulfrid summons and work on the roadside temple began. It did not take long for the temple to be complete, but that did not mean the people would head home they were drawn to the lands beauty and after staying a few weeks they had been sucked in. Soon a small hamlet had developed around Wulfrid's house, he didn't mind the company and actual invited more people in and soon the hamlet became a town.

By pure coincidence head commander of the Danian Order of Agor had found himself headed down the trade route to Odigath, this was not a trip of trade or mercantile but business regarding the land he know walked. On his travel through the land he and his crew passed by the roadside temple, being a man of religion himself and quite shocked to see something of such in the middle of nowhere he stopped the carriage and went in for a look. He was amazed at the craftsmanship of the temple and talked to the head priest there himself. He asked but one question "Who built such a temple out in the middle of this barren land." To which the priest simply responded a name, Wulfrid Orland. The general gave the priest his thanks and returned to the carriage to tell the driver to await his return. The commander walked to the village the man and been supposedly living in, Belmyr it was called. Upon arriving the general got directions straight to Wulfrid's residence. Wulfrid was surprised to see the commander of the Danian Order at his doorstep, lost for words Wulfrid said nothing and was handed a large scroll of parchment, Wulfrid looked up at the general with a look of confusion but all he said was, "It's in your hands now." and left out the door. No meeting was held in Odigath this day and the General returned straight to Agor ready to accept any punishment sent his way. It took Belmyr many centuries to fully develop but the news of the new land spread and people from all across Raedric came to make their lives there, people of all races and appearances, without a worry in their heart.

Belmyr today is trapped in a war between the Mad King of Agor and Talarath and the long peace between the kingdoms has long since ended, this war between nations has gone on for a millennia and still the Mad King looks unaged, dark rumors have been about recently but if any are true is unknown.

Belmyr is mostly plains and rocky mountains, days are long and nights are cool and short and typically the weather stays at slightly cool weather. The plains stretch on for miles in any direction and lakes and rivers are fairly scarce though there is a fair deal of woods on the more eastern side of the land. The capitol Stonehelm is hidden away up in the mountains although it's great size and huge population keeps it in sight almost anywhere in this large flatland. Most of the city's in Belmyr are in the mountains or at least close to, most of the flatland is used as farmland and holds many small settlements. Before the war Belmyr was one of the greatest trading communities in all the land, but the war has disrupted this flow and Belmyr is losing money at a rapid rate. Geographically Belmyr is located near to the southern center of the map; it lies between Odigath and Agor, with but a small tail of Talarath connecting to its borders.

The great mountainous Orcish Kingdom of Talarath has been around for as long as any remember, outside of the Orcish leaders its history is mostly unknown. Talarath was once a large and great region taking up most of the mountainous continent of the south, but the Orcs did not find comfort on the ground where the human folk lived, and made their homes amidst the mountains. Years human explorers found the land and claimed it as Agor, the Orcs were quick to confront these newcomers and a treaty was signed between them, one they thought would last forever, clearly such was not the case after Ballaurg's taint destroyed any friendship the kingdoms might have held.

In recent years many Orcs have fled from Talarath in fear of the Mad King, these few orc stragglers left by boat to the small islands south of Talartah were they began their life anew. Talarath has been through tough times but through it all Belmyr has been there for them but even that cannot stop a Kingdom as large as Agor. Talarath has been reduced to a small fraction of what it once was long ago, know it is but a small range of mountains in the south-west corner of the world. Amidst Talarath there are few "towns" and fewer farms, the Orcs get all their nutrition from the cave mushrooms and the fish they catch along the shore, the only true city in Talarath is the capital, which is built in the core of a mountain. Only a few months from date the Orc Warchief was assassinated by Ballaurg himself, leaving the orcs in a state of panic and causing many to flee Talarath altogether these are tough times for the Orcs. A new Warchief has yet to be chosen and until it is things are likely not getting better for the Orcs.

Talarath has always been a strange place; it is as cold as ice down that far south and so high in the mountains though it does not bother the Orcs who live there the slightest. Despite this no snow has even fallen on this region, in as long as any can remember despite being so high up and so far south. Geographically Talarath sits in the far west corner of the know land with Agor lying just above it.

The land of Odigath is a free land, populated mostly by Dwarves and Gnomes most of this region is covered with marshlands and Mountains ranges. Odigath is the land of Dwarves and Gnomes as well as a fair deal of human settlements in the more northern region of the continent thus leaving Odigath with three capitals and leaders. The dwarves tend to their mines under the command of Lord Stoneshield supplying Odigath with a fluent supply of arms armor and metals. The gnomes research and experiment with the slow development of basic machinery, as well as the arcane arts leaving Odigath with advanced tech and knowledge. And the Humans provide agriculture and a steady supply of food housing and protection. Odigath considers itself to be considered allies of all even if the other side disagrees, this leaves Odigath out of any conflict but also with the hard choice of who to support. Odigath currently does not aid either side in Agor's war save for the few arcane ballistae the gnomes sort of gave to one of Belmyr's generals as he passed through one day, which aided Belmyr in at least one assault though it clearly did not get them anywhere.

Odigath has Always known peace never has conflict erupted save for some arguments between the three peoples there, but those where merely words nothing more. Typically they never side themselves in any war, but even they cannot ignore the great threat which is Ballaurg, they have done some minor things to help out Belmyr mostly just giving of supplies but such does make a difference. Geographically Odigath lies in the south not quite as far south as Belmyr but still a fair ways, it is connected to Belmyr with but a strip of land barely 10 miles long and wide, Odigath has always been big on the trade but still nothing compared to Kakishon.

The desert island is a neutral land and home to many a merchant. Kakishon is also home to the Dark Elves who roam the vast desert's of the land and study ancient knowledge, the people and elves of Kakishon have certain relations with one another, for the Deserts of Kakishon have become considerably less safe as of late but then again much of the world has. The humans provide a steady supply of food and protection and the Elves give their knowledge in return. Though with the increasing hostility in and around the desert the Dark Elves are having to move their home further and further from the core of the desert some have even just left for the human settlements of Kakishon were they are welcomed with open arms. Non can say what has caused the deserts to become such a dangerous place but it is clearly affecting more than just one desert as much of the world had seen increasing hostilities as of late, such as Fargath, Tyfris, The Land of Song, and Xen'drik which was already a dangerous zone. This has not turned the Elves away from their research however and many expeditions are held to venture into the desert to retrieve more relics only know such is much more difficult and few return in one piece. Luckily enough though all of the human settlements are placed on the very outskirts of the Desert most within 20 miles of the sea, most of the city's of Kakishon are Coastal town's which provide the whole region with a steady supply of fish.

In the days of ancient past (even before man walked the earth) Kakishon was actually part of the Lost Lands of Tyfris actually it was even lusher and lively than the rest of the land. However when Asha brought life to the first of the human races a great quake shook the entirety of the world (likely as an effect of such a great feat) and the southern region of the lost lands (now know as the desert island of Kakishon) was torn from the rest of the land and sent adrift in sea. How the island came to be as it is today, none know, or at least none let on but if there were another to know this missing lore it would likely be one of the Dark elves.

Current Ruler: (Haven't given her a name yet )
Capital: Katapesh
Theme: link

Tyfris is a land of mystery and forests, once claimed by great dragons Tyfris is a lush land of a very small population as even coming to this land is a risk to one’s life. Tyfris is almost purely jungle and swamp with a small mountain range in the middle where the Pale dwarves reside. Despite this the people of Tyfris are probably the nicest and mostly lively you will ever meet, "when you live so close to death you come to respect life all the more" they tend to say. Tyfris itself has few towns save maybe for along the western coast where a great deal of port towns reside, The southern parts of the land are completely surrounded by great mountains allowing no entry from the south, typically people will come in by boat along the western shore but some especially daring travelers will come by caravan from Faragath. Being a merchant in Tyfris is possibly the most dangerous job in the realms, having to travel frequently through the great forest and many deadly creatures’ traps and ruin that claim this land, though it is quite rewarding. This is a land of true peace despite what onlookers may say, and despite the many monsters that roam people cna truly live happily here, except maybe for Treven.

Being the Leader of such a dangerous land is difficult being responsible for even town torched or traveler eaten is hard, and even worse it would seem as even dragons have returned to Tyfris. As of now it is but a rumor but there have been several sighting and people have begun to abandon the villages that are too close to the Lost Land in fear of an attack. Though the dragon sighting are just rumor as of now there is one thing for certain, something tainted lurks in the Lost Lands what it is, is unknown but Tyfris has seen increasing numbers in monsters as of late and all sources lead back to the Lost Lands of southern Tyfris. The Lost Lands is the small portion of Tyfris south of the Kodar Mountains, the land has always been far too dangerous so none live there or even dare venture into the land, the only reason all of Tyfris has not been overrun is thanks to the Kodar mountains and the one fort which guard the only opening to the land, should the fort fall New Whiteburgh would be next. Geographically it is a bit north of the center of the map; it connects to Fargath to its right and the Lost Lands to the south. The Island Nations reside on the west shore of Tyfris.

50 or so miles of the west coast of Tyfris lies the Island nations, seven small and remote isles inhabited by man and lizardfolk alike. Most who aren’t from Tyfris haven't heard of these little isles as they do no trade with anyplace but Tyfris(even then it is minimalistic). The land consists of Seven isles one fairly large on in the middle and six smaller surrounding it, each has but one town almost all port towns except for the large isle which holds two, both Middleport and Hawkspoint. The land is lively and free of all danger or cares, the land was founded originally by Cairn Valorous, once a fisher on the west coast. When he retire he brought his family out to the island which at the time was inhabited by several Lizardfolk tribes, Cairn made peace with these folk and made his home here. Several other fisherman followed suit and found themselves there as well eventually a sort of village was made. Many a man from one of Tyfris' harbor stop by this land and many make a business there. In the last hundred years a great gold vein was found near Middleport, the men of the isles lacked the tools but word spread fast to the ports of Tyfris and with time attracted a group of Stone Dwarves to the isle who know live and mine on the isle. The Land is quite peaceful and has little in the means of lore behind it.

Fargath is a great land home to many a hero and races, it is known as a very religious country. Fargath is mostly home to humans and Mountain Dwarves; few elves find home here however as it is quite far from the Dark Elf home of Kakishon and has few woods so few Wood Elves find home here either. It is an open land with many lakes and mountains. It hold likely the most powerful army(save maybe for Agor) and house the most knights, Fargath are known as the peacekeepers of Raedric along with Belmyr, despite this Fargath has done little about this recent war. Being home to the Mountain dwarves and being the birthplace of the great hero Galadhil Fargath is also recognized as the home of heroes to come. Fargath is also one of the few countries homing the Lizardfolk, the Lizardfolk have been through very hard time in recent years since the terrible vents on Xen'drik sent them running from their homeland and if not for the aid of Faragath and its knights the race of Lizardfolk would practically be extinct. Most of the Lizardfolk stayed on Fargath but some wished to continue their ways and searched for new island to make their home, some found themselves on the Island Nations.

Vassa, Asha and Galadhil are the main gods of this land, which many find strange as all three are god of completely different beliefs, Fargath is one of the only homes of the Mountains dwarves and since Galadhil ascended many more have come to live in the mountains there. Safety in Fargath is best in all the lands, all roads are patrolled all day every day and guard towers are made and posted at just about every village no matter how small, such also means that the law is the strictest in the lands. Because of all this the land is safe but it does not bring forth the same feeling of peace as Belmyr, or Tyfris. Geographically Fargath is the second biggest of the countries and it is the only region connecting to the Land of Song, Faragth is also connected to Tyfris on its bottom left.

Disturbing shadows have grown long over the northern reaches of The Land of Song. The fierce people who once fished the chilly fjords and hunted in the evergreen peaks now huddle in their villages. An evil is abroad in the land. Outlying villages and holdings have become abandoned, their populations missing. Hunting parties and traders have vanished. Bandits and worse roam the lands unchecked. The harvests have soured and now, as winter descends, the Clans fear that their meager stores shall not last. A Moon ago, the six most powerful clans each sent their champion to discover the source of blight. The six never returned, nor has any trace been found. Putting aside his pride, Yngvar, the old Jarl of the Clans, has called for outlander heroes to aid the free peoples, promising great rewards and remembrance in song. The journey to Yngvar’s halls was long and arduous. The last leaves have fallen, and the cool air blowing off the sea has turned sharp and cold. The first morning frosts already grip the soil. Siri, the Jarl’s wise woman, has consulted with the ancestors of the Clans. An old evil has arisen, they say, full of anger at the living. The stain on the land originates from the Valley of the Sleeping Jarls, where all the Clans’ chieftains are laid to rest. The evil will not abate, the ancestors warn, for it bears a great malice for past deeds and hungers for vengeance. Siri has sought to discover what offense has been made, what appeasement can be offered; all for naught. Two nights ago, guards along the wooden palisade protecting Yngvar’s Hall disappeared. The spring calves have died and the poultry refuse to lay. The heroes are charged with traveling to the Valley of the Sleeping Jarls to discover the source of the malevolence bearing down upon the land and with eradicating it. The well protected gorge can be found on the eastern shoulder of a particularly rugged mountain some two weeks travel from Yngvar’s hall. Who can say what evil lurks amid the towering peaks and shadowed fjords?

Races of Raedric:

Halflings:
+2 Constitution, +2 Charisma, –2 Strength: Halflings are hearty and strong-willed, but their small stature makes them weaker than other races.
Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus (CMB) and Combat Maneuver Defense (CMD), and a +4 size bonus on Stealth checks.
Slow Speed: Halflings have a base speed of 20 feet.
Sure-Footed: +2 Racial bonus on Acrobatics, Climb.
Halfling Luck: +1 racial bonus on all saving throws.
Cowardly: -2 morale penalty to fear saves and a +2 to Stealth checks.
Weapon Familiarity: Can use the Halfling Sling Staff as though it were a simple weapon, also halfling gain a +1 racial bonus on attack rolls with all thrown weapons and slings.
Keen Senses: +2 racial bonus on Perception skill checks.
Craftsmen at Heart: +1 rank in Craft per level.

Most Halflings lived longer than Humans, a race to which they were clearly related. The average lifespan of a Halfling was about 100 years, though it wasn't unheard-of to live a many as three decades beyond that. The time at which a young Halfling matured and was accepted as an adult was 33, compared to a Man's 18 years. Thus, a 50-year-old Halfling would only be middle-aged. The most distinguishing feature of Halflings was their short stature. They were smaller than Dwarves and were usually between two and four feet in height. With the gradual passing of time, Halflings became even shorter.

Halflings' ears were slightly pointed and their furry feet had leathery soles, resulting in most members of their race never wearing shoes. Halflings were skilled listeners and had good eyesight. Although they were inclined to be fat and did not hurry unnecessarily, they were also nimble and deft in their movements. Halflings were also skilled in the craft, not with metal or rocks like the dwarves but in the more serene things such as, alchemy, leather work, carpentry etc. Most Halflings enjoy a simple and peaceful life, though that is not to say that for all as some do prefer life in the city.

Most halflings come from from Fargath though many are known to live out thier lives in Belmyr, as it is a land of peace and vast land though with the recent conflict between Belmyr Agor and Talarath many have left this land behind and find home with the humans of Odigath 400 or so miles to the east. Halflings are rarely seen in the north (save for Fargath) and few are known for travel, though there comes times when an adventurous one does erupt.

Average lifespan 100 years

Dwaves:
+2 Constitution, +2 Strength, -2 Charisma: Dwaves are a strong and vigorous race, but are also a bit gruff.
Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.
Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
Stonecunning: This ability grants a dwarf a +2 racial bonus on Perception checks to notice unusual stonework, and is entitled to a Perception check when merely passing within 10ft of stone
Hearty: +2 racial bonus on saving throws against spells and spell-like effects, +2 racial bonus on saving throws against poison.
Hatred: +1 racial bonus on attack rolls against creatures of the Orc and subtype.
Defensive training: +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
Greed: +2 racial bonus on Appraise checks that are related to stone or metal items.
Stocky build: -4 competence penalty to swim checks.
Stonecutter: +2 racial bonus on Craft checks that are related to stone or metal.

Dwarves were a proud and stern race and were made to be sturdy to resist the dangers of their time. They were physically much stronger than the humans, elves, Halflings and gnomes, and had great endurance, especially in the ability to resist poison's and magical effects, and they made light of heavy burdens. Dwarves lived up to two hundred and fifty years and had the ability to learn new skills quickly. A normal dwarf was usually stubborn and secretive, but they had the capacity to be loyal friends. Most of the time, the only thing they cared about were mining and crafts, drawing the hatred of the elves. Dwarves were not hurt by insults, but they had a propensity to hold a long-lasting grudge. Dwarves were greedy and held a certain lust for metals and rocks though their stoutness prevented this from corrupting them. They were also able masons, and smiths. They crafted many famed weapons, armors and relics that we know in the world today.

The number of Dwarf women were few, only about 1/3 to 1/4 of their total number, which is the reason for the slow Dwarf population growth, and is in peril when dwellings are scant. Because of their rarity, Dwarf-men who kept them concealed within their mountain halls to protect them from other races closely guarded Dwarf women. Dwarf women were seldom seen walking about and seldom do they travel except in great need, and when they do, they dress as Dwarf-men. They are rumored to be similar to dwarf-men in voice and appearance, usually other peoples cannot tell them apart. For this reason, Men have the opinion that there are no dwarf-women and that the Dwarves grow out of stone. Dwarves usually take only one spouse in their lives (unless their spouse died) and, as in all things, are jealous of their rights. Less than one-third of dwarf-men take a wife. Many dwarf-men do not wish to marry, as they are too busy with their crafts. Also, not all dwarf-women take husbands, as they may not have an interest in marriage, or some desire dwarf-men they cannot have and will settle for no other.

There are several different races of dwarves in Raedric, The Mountain dwarves of Fargath who are know to be quite virtuous, noble, and not nearly as brash as the Stone dwarves of Odigath. As the Stone Dwarves have a more human like skin color, and tend to travel out of the mountains and stray from the clan. Stone dwarves are also known to be more joyful and open to the world as well as empathetic(Though they try to hide it). There are other sub races but they are few in number.

Average lifespan 250 years.

Elves:Dark Elves(Desert Elves):
+2 Wisdom, +2 Intelligence, -2 Charisma. Dark Elves are the more Intelligent and Scholarly of the elves, though thier strange customs and ways of life often put bad view upon them, they are unliked by most outside of their region of Kakishon.
Medium: As Medium creatures, elves have no special bonuses or penalties due to their size.
Elven base land speed is 30 feet
Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
Weapon Proficiency: Dark Elves are considered proficient with Curved Blade, Scimitar, Sword double balded, and Starknife.
Dark Elves gain a +2 bonus to all knowledge skills even if untrained, but at the cost of a lack of social skills(All charisma based skills -2, except for UMD).
Dark Elves always have linguistics as a class skill.
Dark Elves have developed a hate for the Fey over the years making them enemy's of the Fey Elves, +1 racial bonus to attack rolls against all fey.

The Desert Elves have always been a peaceful and secluded race, keeping out of all conflicts of the land the Dark Elves stay holed up in the open desert of Kakishon. Dark Elves are not primitive like their woodland cousins but instead prefer to keep themselves holed up in a tome or ancient text, finding great enjoyment in the study of magic this strange race is widely unknown to many people of the land. Desert Elves are the more wise of the elves and their nigh infinite source of tomes has made them much more well knowledge then other races, though they do not have the same speed and serenity of their other elven cousins.

Over the ages the Dark Elves have had many conflicts with their Fey cousins though this has never gone to warfare some fear it might but most are smart enough to realize that the Desert elves are more than capable of avoiding conflict as they have since the beginning of time. Life in the Desert has grown strangely more difficult over the last few decades however, resulting in many of the Dark Elves moving to the mercantile city's in Kakishon, some even left the Region altogether.

With the nearest region to Kakishon being Tyfris most go there, avoiding altogether the ever growing conflict in the south. Dark elves tend to act somewhat harsh towards other races, though this is only because of their vast interest of growing more knowledgeable.

Average lifespan 340 years.

Wood Elves:
+2 Strength, +2 Dexterity, -2 Intelligence, -2 Charisma. Wood Elves are wiry and quick, but they lack education and their personalities are harsh and abrasive.
Medium: As Medium creatures, wood elves have no special bonuses or penalties due to their size.
Elven base land speed is 30 feet
Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
Low-light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
Weapon Proficiency: Elves are considered proficient with the Battle Axe, Hand Axe, Throwing Axe, Kukri, Longbow (including composite longbow), and Shortbow (including composite shortbow) as bonus feats. Elves are trained in archery from a young age and are well-versed in the use of axes and kukri.
+2 racial bonus on Climb and Acrobatics checks. Elves spend a great deal of time among the trees, and as such learn how to maneuver through the canopy easily.
+1 racial bonus to attack rolls against shifters. Elves have a long-standing racial grudge against the shifters, and as such learn how to fight them.
+2 racial bonus to survival checks. Elves are extremely self-sufficient and well adapted to living off the land.
-2 to Diplomacy checks, Elves are not particularly liked or great in social conversations.

The Wood elves or simply the Wood folk as they are often named are primitive and wild protectors of the wilderness, though the time they spend jumping in the trees is time they are missing of education. The Wood folk have been at home in the various forests of the world for as long as any can remember, over the years they have preserved these forests from the evils of the world that would threaten it. Wood elves are not the nicest folk however, being raised in and around danger has taught these elves to be harsh on outsiders.

Wood Elves lack any education in their tribes amidst the forests, apart from how to hold an axe and aim a bow. Despite being so harsh on other races wood elves do have a certain love for animal's of all sorts, many Wood elves have been known to be able to speak with animals. Living in the Forest has given these folk some good quality's however, making them hardier and quicker to avoid the dangers of the woods as well as improving their survival ability making these elves seem more at home in a Forest than in a town or city.

Average lifespan 230 years.

Fey Elves:
+4 dexterity, +2 charisma. Fey Elves are faster and far more charismatic then their woodland or desert reletives.
Humanoid (Feyblood, Elf)
Medium as Medium creatures, elves have no special bonuses or penalties due to their size.
A Fey Elf has a base land speed is 40 ft.
Improved Low-Light Vision. Fey Elves have been enhanced with great vision, and can see four times farther than humans in conditions of starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
Immunity to magic sleep effects.
Feyblood (su): elves have the blood of fey in them, so they are treated as fey for the purpose of all effects that relate to creature type.
+2 racial bonus on bluff, perception and sense motive skill checks.
+2 racial bonus on will saves against enchantment and fear effects.
Elves are automatically proficient with the longsword, longbow, and shortbow.
Elves do not got a feat at first level, and receive one less skill point each level.
Spell-Like Abilities: 1/day: faerie fire, sleep. caster level same as class level. Save dcs are charisma based.

The Fey Elves are a strange race of even stranger origins. They were brought to this world by Nelaser for no other reason then to put shame on Mala and the wood elves, claiming that through magic he could create a race far greater then the Wood Elves and so he did bringing this race into he world to put shame upon the other two elves and also forming a hatred from both Eraies and Mala. Fey Elves do not mate but instead their are merely a set number of them on the face of Raedric though this fact is unowned to most. Nelaser made "his" race have a certain natural knack for magic, claiming it to be far more efficient than having to study the art, Fey Elves also have a knack for deception of many sorts, but through making this race Nelaser realized he had focused them towards one thing making it difficult for the race to learn more then they were given at "birth" and making it difficult for them to train in other abilities they were not gifted in. Nelaser learnt his lessen from this and in so realized that though The Fey Elves may be inherently stronger they had lesser potential then any of the world's other races.

The Fey elves are now few in number and most of them find their home in Agor, seemingly unaffected by the Mad Kings new laws some claim that to spite the other races they have joined Ballaurg in his mad rein, though this is highly unlikely as the fey elves have never joined side in war since the beginning of days. The Fey elves were by no means just poofed into this world as it is said that Nelaser put them on this world as spirits who must take the spirit of a willing other, thus gaining that persons appearance personality and their ability's allowing this race to potentially be born with the powers of a great wizard. Fey elves do not get all of there personality and appearance in this manner however as they keep the personality of their spirit and gain sapphire blue eyes and pointy ears, as well as blond hair.

Immortal. (This does no mean they are all the same age as Nelaser did not give them life all at the time(and a Fey Elf's age is largely based on the soul and body they inhabit))

Gnomes:
+2 Constitution, +2 Intellegance, -2 Wisdom.
Small: Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus (CMB) and Combat Maneuver Defense (CMD), and a +4 size bonus on Stealth checks.
Slow Speed: Gnomes have a base speed of 20 feet, increased to 30 in marshy areas.
Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light (see low-light vision.)
Defensive Training: Gnomes get a +4 dodge bonus to AC against monsters of the giant subtype.
Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with a Charisma of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome's Charisma modifier.
Hatred: Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian subtypes due to special training against these hated foes.
Illusion Resistance: Gnomes get a +2 racial saving throw bonus against illusion spells or effects.
Keen Senses: Gnomes receive a +2 racial bonus on Perception skill checks.
Gnomes get a -4 to diplomacy when trying to convince another non gnome, gnomes are known for speaking in riddles and lies. Also Gnomes get a -2 to all intimidate checks.
Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.
Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.

The gnomes of Odigath are a rather queer bunch, obsessed over all sort of small bit's and bobs this race has changed little since the first days of the world. Standing but a few inches above a halfling Gnomes are home in the marshes of Odigath were they fret over every little thing, although these folk may seem to be sort of stupid they are actually quite adept with learning new things and are known for some of their craft of machinery. Though the gnomes and halfling may share similar physical features they are indeed very indifferent from one another, Gnomes unlike halflings are actually quite skilled with arcane magic though they hold no faith for any of the pantheon(Save the few "gods" they decide to make up from time to time). Gnomes are also a very energetic race preferring to move about and learn than relax and tend to the farm, in fact farmers are very rare amidst gnome culture most gnomes just live off what they find in the marshes and sometimes trade with human towns for crop and wild stock. Gnomes have a tendency to lie, often and sometimes they don't even realize their lying(This usually is what starts up all the story's and fake heroes amidst the gnomes). Also living amidst the marsh is the Lizardfolk who have overtime become one of the gnomes greatest enemy's, despite this there is very few conflict between the two.

Average Lifespan 200 years

Orcs:
+4 Strength, +2 Dexterity, -4 Charisma. Orcs are strong and surprisingly very quick considering their size though they are considered to be "evil" creatures in many regions of the word, making them gruff and somewhat unlikable.
Medium: As Medium creatures, Orcs have no special bonuses or penalties due to their size.
Orcs have a base land speed of 45 ft, despite their fairly bulky build Orcs are extremely quick on their feet.
Darkvision: Orcs can see in the dark up to 60 feet.
Ferocity: An orc remains conscious and can continue fighting even if its hit point total is below 0. It is still staggered and loses 1 hit point each round. A creature with ferocity still dies when its hit point total reaches a negative amount equal to its Constitution score.
+4 to any saves related to resisting cold.
Widely Unlinked: Orcs There is much bias and racism towards the Orcs of Talarath. Due to this Orc's receive a -4 to all speechcraft related checks(Save intimidate) but receive a +2 to intimidate. In the Kingdom of Agor orcs are killed on sight.
Orcs receive a +2 to acrobatics when dealing with rocky and unstable terrain.
Orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.

Often looked at as mere brutes or even demon spawn the Orcs of Talarath have been reduced in numbers over the last milenia thanks to the efforts ofthe Mad King Ballaurg, Orcs are not inherently evil as many people may think. The Orcs were once a free race of Raedric walking the world freely as they would, that was until Ballaurg murdered Tasselmere and claimed the throne of Agor, the Orcs have lived a hard life since then but that has not driven them down. The Orcs generally find themselves at home amidst the mountains, like in their region of Talarath. Orcs are naturally stronger than the other civil races of Raedric, and despite being quite bulky and wide are incredibly fast on their feet, though their recent years have caused them to become widely unlinked due to the spreading lies of Agor(though they were already fairly gruff). Only a few months from date the Orc Warchief was assassinated by Ballaurg himself, leaving the orcs in a state of panic and causing many to flee Talarath altogether starting several nomadic tribes on the out landing Isle's surrounding Agor and Talarath. A new Warchief has yet to be chosen and until it is things are likely not getting better for the Orcs.

Average Lifespan 110 years

Lizardfolk:
+4 Constitution, -2 Intelligence, -2 Charisma. Lizardfolk are sturdy and simple.
Medium: Lizardfolk are Medium creatures, and have no bonuses or penalties due to their size.
Normal Speed: Lizardfolk have a base speed of 30 feet.
Swimming: Lizardfolk have a swim speed of 15 feet. A lizardfolk has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. A lizardfolk can always choose to take 10 on a Swim check, even if distracted or endangered. A lizardfolk can use the run action while swimming, provided he swims in a straight line.
+2 to Perception Checks, +4 if related to smelling.
Scent
+1 Natural Armor, the Lizardfolk have naturally hard skin and scales.
Lizardfolk are naturally resitant to extreme temperature they recieve a +4 vs non lethal damage of heat or cold.
Hold Breath: A lizardfolk can hold its breath for a number of rounds equal to 4 times its Constitution score before it risks drowning.
Natural Weapons: Lizardfolk possess natural claw attacks that inflict 1d4 points of damage on a successful hit. This is a primary attack, or a secondary attack if the lizardfolk wields a manufactured weapon.
Well-Balanced: Lizardfolk receive a +4 racial bonus on Acrobatics checks.

Lizardfolk resemble bipedal reptilian humanoids. Their imposing frame stands between 6 and 7 feet tall, with bodies covered in gray, green, or brown scales. Their heads are adorned with brightly colored dorsal frills or spiky spines and have short crocodilian snouts. Although their 4-foot long tails often drags on the ground behind them while on land, it allows them remarkable stability and great maneuverability in the water.

This animalistic race have long been the inhabitants of the isle Xen'drik, and following ancient tradition they had never expected to leave however 2000 years ago when the great quake had struck the isle of Xen'drik was hit the worst, the land itself was literately torn asunder. The good men of Fargath who have long watched these strange people through curious eys caught wind of the situation and risked themselves to save these people. Although many did die (both man and reptile) many were saved. The Lizardfolk normally territorial and naturally offensive towards humans now found that the pinkskins had helped them, quite in the humans dept the Lizardfolk made peace with the People of Fargath, with no land to call home the Lizardfolk accepted this hospitality or at least most did some still to stubborn and bent on ancient ways left to start thier life anew elsewhere.

Many Lizardfolk still reside in Fargath though they naturally prefer island's and swampy location which Fargath has none of, a large group left Fargath in search of a new island, giving there thanks to the Humans they left for Tyfris. Soon enough the Lizardfolk learned that the people here were not quite as caring as those in Fargath but who can blame them, in a land where monsters lurk in every shadow who cna say that these lizard people where not allies of the Ancient Snakefolk. The Lizardfolk left of the west shore and happened upon a group of seven isles they settled here and ran a rather plesent life.

In later years Cairn Valorous a halfling fisher from the west shore of Tyfris decided to retire on this remote island, he was surprised to find Lizardfolk here though not scared, the Lizardfolk merely assumed he had come to kick them from the Island they were surprised to find he was very kind towards them and he merely asked if he and his family could settle in here, the lizardfolk saw nothing wrong with this actually they sort of enjoyed his company over the years. In time more and more people came to the island and in time many came to inhabit this isle, word spread of this alliance fast and soon reached the ears of those still in Fargath who immediately set out for this new home. The Island Nation's are now home to most of Raedrics Lizardfolk though a select few still stay in Faragath. The Lizardfolk are no longer looked down on by the men of Tyfris or of the Isles, as a matter of fact the race is almost unknown to the people of the south.

I'd love to get in on this. I'm almost completely new to pathfinder or dice games... Can I write up a story and post here, then fiddle with the details? I'm guessing something warrior is about as simple as can be, right?

And it looks like the paizo website has a bunch of stuff for free. Why I chose this over anything D&D... no books, I think.

I'll get on that, then. Gracias.

[edit]Going to edit this post as I throw out ideas. Mostly for myself. Is this where stuff goes?

Thinking pure dwarven warrior, Odigath Stone Dwarf by birth. Hmmm... Traveled with father growing up. Dad worked a number of odd jobs in the world, jack of all trades, master of none style. Very driven to follow rules, do what was told. Son grew up with those same values. May be driven by some past event of dad's, would explain why they were on their own and not with community. Dad dies when son youngish by dwarf standards, simple illness. Son sets out to find work. Develop values? Looks like he'd be starting out lawful-neutral, and try and figure out where he stood on the good/neutral side. Will think more later.

[edit]Not stuck on warrior. But may need more help with other stuff. Whatever is in need, I guess.